IW4M-Admin/Application/Manager.cs

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C#
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using System.Text;
using System.Reflection;
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using SharedLibraryCore;
using SharedLibraryCore.Interfaces;
using SharedLibraryCore.Commands;
using SharedLibraryCore.Helpers;
using SharedLibraryCore.Exceptions;
using SharedLibraryCore.Objects;
using SharedLibraryCore.Services;
using SharedLibraryCore.Configuration;
using SharedLibraryCore.Database;
using SharedLibraryCore.Events;
using IW4MAdmin.Application.API.Master;
using IW4MAdmin.Application.Migration;
namespace IW4MAdmin.Application
{
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public class ApplicationManager : IManager
{
private List<Server> _servers;
public List<Server> Servers => _servers.OrderByDescending(s => s.ClientNum).ToList();
public Dictionary<int, Player> PrivilegedClients { get; set; }
public ILogger Logger => GetLogger(0);
public bool Running { get; private set; }
public bool IsInitialized { get; private set; }
// define what the delagate function looks like
public delegate void OnServerEventEventHandler(object sender, GameEventArgs e);
// expose the event handler so we can execute the events
public OnServerEventEventHandler OnServerEvent { get; set; }
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public DateTime StartTime { get; private set; }
public string Version => Assembly.GetEntryAssembly().GetName().Version.ToString();
static ApplicationManager Instance;
readonly List<AsyncStatus> TaskStatuses;
List<Command> Commands;
readonly List<MessageToken> MessageTokens;
ClientService ClientSvc;
readonly AliasService AliasSvc;
readonly PenaltyService PenaltySvc;
public BaseConfigurationHandler<ApplicationConfiguration> ConfigHandler;
GameEventHandler Handler;
ManualResetEventSlim OnQuit;
readonly IPageList PageList;
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readonly SemaphoreSlim ProcessingEvent = new SemaphoreSlim(1, 1);
readonly Dictionary<int, ILogger> Loggers = new Dictionary<int, ILogger>();
private ApplicationManager()
{
// do any needed migrations
// todo: move out
ConfigurationMigration.MoveConfigFolder10518(Logger);
_servers = new List<Server>();
Commands = new List<Command>();
TaskStatuses = new List<AsyncStatus>();
MessageTokens = new List<MessageToken>();
ClientSvc = new ClientService();
AliasSvc = new AliasService();
PenaltySvc = new PenaltyService();
PrivilegedClients = new Dictionary<int, Player>();
ConfigHandler = new BaseConfigurationHandler<ApplicationConfiguration>("IW4MAdminSettings");
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StartTime = DateTime.UtcNow;
OnQuit = new ManualResetEventSlim();
PageList = new PageList();
OnServerEvent += OnGameEvent;
OnServerEvent += EventApi.OnGameEvent;
}
private async void OnGameEvent(object sender, GameEventArgs args)
{
#if DEBUG == true
Logger.WriteDebug($"Entering event process for {args.Event.Id}");
#endif
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var newEvent = args.Event;
// the event has failed already
if (newEvent.Failed)
{
goto skip;
}
try
{
// if the origin client is not in an authorized state (detected by RCon) don't execute the event
if (GameEvent.ShouldOriginEventBeDelayed(newEvent))
{
Logger.WriteDebug($"Delaying origin execution of event type {newEvent.Type} for {newEvent.Origin} because they are not authed");
if (newEvent.Type == GameEvent.EventType.Command)
{
newEvent.Origin.Tell(Utilities.CurrentLocalization.LocalizationIndex["SERVER_DELAYED_EVENT_WAIT"]);
}
// offload it to the player to keep
newEvent.Origin.DelayedEvents.Enqueue(newEvent);
}
// if the target client is not in an authorized state (detected by RCon) don't execute the event
else if (GameEvent.ShouldTargetEventBeDelayed(newEvent))
{
Logger.WriteDebug($"Delaying target execution of event type {newEvent.Type} for {newEvent.Target} because they are not authed");
// offload it to the player to keep
newEvent.Target.DelayedEvents.Enqueue(newEvent);
}
else
{
await newEvent.Owner.ExecuteEvent(newEvent);
// save the event info to the database
var changeHistorySvc = new ChangeHistoryService();
await changeHistorySvc.Add(args.Event);
// todo: this is a hacky mess
if (newEvent.Origin?.DelayedEvents.Count > 0 &&
(//newEvent.Origin?.State == Player.ClientState.Connected ||
newEvent.Type == GameEvent.EventType.Connect))
{
var events = newEvent.Origin.DelayedEvents;
// add the delayed event to the queue
while (events.Count > 0)
{
var oldEvent = events.Dequeue();
var e = new GameEvent()
{
Type = oldEvent.Type,
Origin = newEvent.Origin,
Data = oldEvent.Data,
Extra = oldEvent.Extra,
Owner = oldEvent.Owner,
Message = oldEvent.Message,
Target = oldEvent.Target,
Remote = oldEvent.Remote
};
e.Origin = newEvent.Origin;
// check if the target was assigned
if (e.Target != null)
{
// update the target incase they left or have newer info
e.Target = newEvent.Owner.GetPlayersAsList()
.FirstOrDefault(p => p.NetworkId == e.Target.NetworkId);
// we have to throw out the event because they left
if (e.Target == null)
{
Logger.WriteWarning($"Delayed event for {e.Origin} was ignored because the target has left");
// hack: don't do anything with the event because the target is invalid
e.Type = GameEvent.EventType.Unknown;
}
}
Logger.WriteDebug($"Adding delayed event of type {e.Type} for {e.Origin} back for processing");
this.GetEventHandler().AddEvent(e);
}
}
}
#if DEBUG
Logger.WriteDebug($"Processed event with id {newEvent.Id}");
#endif
}
// this happens if a plugin requires login
catch (AuthorizationException ex)
{
newEvent.FailReason = GameEvent.EventFailReason.Permission;
newEvent.Origin.Tell($"{Utilities.CurrentLocalization.LocalizationIndex["COMMAND_NOTAUTHORIZED"]} - {ex.Message}");
}
catch (NetworkException ex)
{
newEvent.FailReason = GameEvent.EventFailReason.Exception;
Logger.WriteError(ex.Message);
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Logger.WriteDebug(ex.GetExceptionInfo());
}
catch (ServerException ex)
{
newEvent.FailReason = GameEvent.EventFailReason.Exception;
Logger.WriteWarning(ex.Message);
}
catch (Exception ex)
{
newEvent.FailReason = GameEvent.EventFailReason.Exception;
Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_EXCEPTION"]} {newEvent.Owner}");
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Logger.WriteDebug(ex.GetExceptionInfo());
}
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skip:
// tell anyone waiting for the output that we're done
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newEvent.OnProcessed.Set();
}
public IList<Server> GetServers()
{
return Servers;
}
public IList<Command> GetCommands()
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{
return Commands;
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}
public static ApplicationManager GetInstance()
{
return Instance ?? (Instance = new ApplicationManager());
}
public async Task UpdateServerStates()
{
// store the server hash code and task for it
var runningUpdateTasks = new Dictionary<int, Task>();
while (Running)
{
// select the server ids that have completed the update task
var serverTasksToRemove = runningUpdateTasks
.Where(ut => ut.Value.Status == TaskStatus.RanToCompletion ||
ut.Value.Status == TaskStatus.Canceled ||
ut.Value.Status == TaskStatus.Faulted)
.Select(ut => ut.Key)
.ToList();
// this is to prevent the log reader from starting before the initial
// query of players on the server
if (serverTasksToRemove.Count > 0)
{
IsInitialized = true;
}
// remove the update tasks as they have completd
foreach (int serverId in serverTasksToRemove)
{
runningUpdateTasks.Remove(serverId);
}
// select the servers where the tasks have completed
var serverIds = Servers.Select(s => s.GetHashCode()).Except(runningUpdateTasks.Select(r => r.Key)).ToList();
foreach (var server in Servers.Where(s => serverIds.Contains(s.GetHashCode())))
{
runningUpdateTasks.Add(server.GetHashCode(), Task.Run(async () =>
{
try
{
await server.ProcessUpdatesAsync(new CancellationToken());
}
catch (Exception e)
{
Logger.WriteWarning($"Failed to update status for {server}");
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Logger.WriteDebug(e.GetExceptionInfo());
}
}));
}
#if DEBUG
Logger.WriteDebug($"{runningUpdateTasks.Count} servers queued for stats updates");
ThreadPool.GetMaxThreads(out int workerThreads, out int n);
ThreadPool.GetAvailableThreads(out int availableThreads, out int m);
Logger.WriteDebug($"There are {workerThreads - availableThreads} active threading tasks");
#endif
#if DEBUG
await Task.Delay(10000);
#else
await Task.Delay(ConfigHandler.Configuration().RConPollRate);
#endif
}
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// trigger the event processing loop to end
SetHasEvent();
}
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public async Task Init()
{
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Running = true;
#region DATABASE
using (var db = new DatabaseContext(GetApplicationSettings().Configuration()?.ConnectionString, GetApplicationSettings().Configuration()?.DatabaseProvider))
{
await new ContextSeed(db).Seed();
}
// todo: optimize this (or replace it)
var ipList = (await ClientSvc.Find(c => c.Level > Player.Permission.Trusted))
.Select(c => new
{
c.Password,
c.PasswordSalt,
c.ClientId,
c.Level,
c.Name
});
foreach (var a in ipList)
{
try
{
PrivilegedClients.Add(a.ClientId, new Player()
{
Name = a.Name,
ClientId = a.ClientId,
Level = a.Level,
PasswordSalt = a.PasswordSalt,
Password = a.Password
});
}
catch (ArgumentException)
{
continue;
}
}
#endregion
#region CONFIG
var config = ConfigHandler.Configuration();
// copy over default config if it doesn't exist
if (config == null)
{
var defaultConfig = new BaseConfigurationHandler<DefaultConfiguration>("DefaultSettings").Configuration();
ConfigHandler.Set((ApplicationConfiguration)new ApplicationConfiguration().Generate());
var newConfig = ConfigHandler.Configuration();
newConfig.AutoMessagePeriod = defaultConfig.AutoMessagePeriod;
newConfig.AutoMessages = defaultConfig.AutoMessages;
newConfig.GlobalRules = defaultConfig.GlobalRules;
newConfig.Maps = defaultConfig.Maps;
if (newConfig.Servers == null)
{
ConfigHandler.Set(newConfig);
newConfig.Servers = new List<ServerConfiguration>();
do
{
newConfig.Servers.Add((ServerConfiguration)new ServerConfiguration().Generate());
} while (Utilities.PromptBool(Utilities.CurrentLocalization.LocalizationIndex["SETUP_SERVER_SAVE"]));
config = newConfig;
await ConfigHandler.Save();
}
}
else if (config != null)
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{
if (string.IsNullOrEmpty(config.Id))
{
config.Id = Guid.NewGuid().ToString();
await ConfigHandler.Save();
}
if (string.IsNullOrEmpty(config.WebfrontBindUrl))
{
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config.WebfrontBindUrl = "http://0.0.0.0:1624";
await ConfigHandler.Save();
}
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}
else if (config.Servers.Count == 0)
throw new ServerException("A server configuration in IW4MAdminSettings.json is invalid");
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Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
Utilities.EncodingType = Encoding.GetEncoding(!string.IsNullOrEmpty(config.CustomParserEncoding) ? config.CustomParserEncoding : "windows-1252");
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#endregion
#region PLUGINS
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SharedLibraryCore.Plugins.PluginImporter.Load(this);
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foreach (var Plugin in SharedLibraryCore.Plugins.PluginImporter.ActivePlugins)
{
try
{
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await Plugin.OnLoadAsync(this);
}
catch (Exception ex)
{
Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_PLUGIN"]} {Plugin.Name}");
Logger.WriteDebug(ex.GetExceptionInfo());
}
}
#endregion
#region COMMANDS
if (ClientSvc.GetOwners().Result.Count == 0)
Commands.Add(new COwner());
Commands.Add(new CQuit());
Commands.Add(new CKick());
Commands.Add(new CSay());
Commands.Add(new CTempBan());
Commands.Add(new CBan());
Commands.Add(new CWhoAmI());
Commands.Add(new CList());
Commands.Add(new CHelp());
Commands.Add(new CFastRestart());
Commands.Add(new CMapRotate());
Commands.Add(new CSetLevel());
Commands.Add(new CUsage());
Commands.Add(new CUptime());
Commands.Add(new CWarn());
Commands.Add(new CWarnClear());
Commands.Add(new CUnban());
Commands.Add(new CListAdmins());
Commands.Add(new CLoadMap());
Commands.Add(new CFindPlayer());
Commands.Add(new CListRules());
Commands.Add(new CPrivateMessage());
Commands.Add(new CFlag());
Commands.Add(new CUnflag());
Commands.Add(new CReport());
Commands.Add(new CListReports());
Commands.Add(new CListBanInfo());
Commands.Add(new CListAlias());
Commands.Add(new CExecuteRCON());
Commands.Add(new CPlugins());
Commands.Add(new CIP());
Commands.Add(new CMask());
Commands.Add(new CPruneAdmins());
Commands.Add(new CKillServer());
Commands.Add(new CSetPassword());
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Commands.Add(new CPing());
Commands.Add(new CSetGravatar());
Commands.Add(new CNextMap());
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foreach (Command C in SharedLibraryCore.Plugins.PluginImporter.ActiveCommands)
Commands.Add(C);
#endregion
#region INIT
async Task Init(ServerConfiguration Conf)
{
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// setup the event handler after the class is initialized
Handler = new GameEventHandler(this);
try
{
var ServerInstance = new IW4MServer(this, Conf);
await ServerInstance.Initialize();
lock (_servers)
{
_servers.Add(ServerInstance);
}
Logger.WriteVerbose($"{Utilities.CurrentLocalization.LocalizationIndex["MANAGER_MONITORING_TEXT"]} {ServerInstance.Hostname}");
// add the start event for this server
var e = new GameEvent()
{
Type = GameEvent.EventType.Start,
Data = $"{ServerInstance.GameName} started",
Owner = ServerInstance
};
Handler.AddEvent(e);
}
catch (ServerException e)
{
Logger.WriteError($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_UNFIXABLE"]} [{Conf.IPAddress}:{Conf.Port}]");
if (e.GetType() == typeof(DvarException))
Logger.WriteDebug($"{Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_DVAR"]} {(e as DvarException).Data["dvar_name"]} ({Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_DVAR_HELP"]})");
else if (e.GetType() == typeof(NetworkException))
{
Logger.WriteDebug(e.Message);
}
// throw the exception to the main method to stop before instantly exiting
throw e;
}
}
await Task.WhenAll(config.Servers.Select(c => Init(c)).ToArray());
#endregion
}
private async Task SendHeartbeat(object state)
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{
var heartbeatState = (HeartbeatState)state;
while (Running)
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{
if (!heartbeatState.Connected)
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{
try
{
await Heartbeat.Send(this, true);
heartbeatState.Connected = true;
}
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catch (Exception e)
{
heartbeatState.Connected = false;
Logger.WriteWarning($"Could not connect to heartbeat server - {e.Message}");
}
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}
else
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{
try
{
await Heartbeat.Send(this);
}
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catch (System.Net.Http.HttpRequestException e)
{
Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
}
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catch (AggregateException e)
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{
Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
var exceptions = e.InnerExceptions.Where(ex => ex.GetType() == typeof(RestEase.ApiException));
foreach (var ex in exceptions)
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{
if (((RestEase.ApiException)ex).StatusCode == System.Net.HttpStatusCode.Unauthorized)
{
heartbeatState.Connected = false;
}
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}
}
catch (RestEase.ApiException e)
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{
Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
if (e.StatusCode == System.Net.HttpStatusCode.Unauthorized)
{
heartbeatState.Connected = false;
}
}
catch (Exception e)
{
Logger.WriteWarning($"Could not send heartbeat - {e.Message}");
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}
}
await Task.Delay(30000);
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}
}
public void Start()
{
// this needs to be run seperately from the main thread
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var _ = Task.Run(() => SendHeartbeat(new HeartbeatState()));
_ = Task.Run(() => UpdateServerStates());
while (Running)
{
OnQuit.Wait();
OnQuit.Reset();
}
_servers.Clear();
}
public void Stop()
{
Running = false;
}
public ILogger GetLogger(int serverId)
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{
if (Loggers.ContainsKey(serverId))
{
return Loggers[serverId];
}
else
{
Logger newLogger;
if (serverId == 0)
{
newLogger = new Logger("IW4MAdmin-Manager");
}
else
{
newLogger = new Logger($"IW4MAdmin-Server-{serverId}");
}
Loggers.Add(serverId, newLogger);
return newLogger;
}
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}
public IList<MessageToken> GetMessageTokens()
{
return MessageTokens;
}
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public IList<Player> GetActiveClients() => _servers.SelectMany(s => s.Players).Where(p => p != null).ToList();
public ClientService GetClientService() => ClientSvc;
public AliasService GetAliasService() => AliasSvc;
public PenaltyService GetPenaltyService() => PenaltySvc;
public IConfigurationHandler<ApplicationConfiguration> GetApplicationSettings() => ConfigHandler;
public IDictionary<int, Player> GetPrivilegedClients() => PrivilegedClients;
public bool ShutdownRequested() => !Running;
public IEventHandler GetEventHandler() => Handler;
public void SetHasEvent()
{
OnQuit.Set();
}
public IList<Assembly> GetPluginAssemblies() => SharedLibraryCore.Plugins.PluginImporter.PluginAssemblies;
public IPageList GetPageList() => PageList;
}
}